tulamide's Forum Posts

  • Seems, copy.com does have issues. I used it mainly to test exactly that. However, I updated the link here:

    throw_sine.capx

    I expect it to render invalid soon, so grab it while it's hot^^ Does anybody know if copy.com links have a time window?

  • Happy birthday, Ashley!

    I created an algorithm that was supposed to calculate your age, but something must have gone wrong:

    (Scirra.Releases.Count / Scirra.StartupMembers + NormalizeIfAtAllPossible(Ashley.Programming.Awesomeness)) * BinToDec("1010") / Scirra.Brains.Count + TopFiveOfAllGameCreationTools.HTML5.Rank
    

    It may happen that NormalizeIfAtAllPossible() is overcharged with Ashley.Programming.Awesomeness, but most of the time it correctly outputs 1.0

    However, the result can't possibly be your age, so I wonder what the result means...

  • "I think it was a bad idea", Blosson said while looking at the Scirra page. "Almost nobody is aware of it."

    "Oh come on, Blossom. More than 700 views. They know about it and they will help you. I have no doubt."

    "And if they don't like me?"

    "They will. How could anyone not like you? Just relax, Blossom, everything's fine."

    "I forgot to talk about a prize."

    "Do you really think, the Scirra com is just interested in rewards? I know them better. They will help you for the fun of it, for the experiences they make - and some simply because you're cute."

    If ever a song was able to blush it's Blossom. To help her getting out of this uncomfortable moment, I quickly added:

    "Also, I think they already guess that you are the prize."

  • First of all: Your assumption is right.

    Now to your issue. Your description sounds like the webfont gets loaded from a server each time you actually use it? That's indeed strange as it should be cached once loaded. So, maybe the download wasn't completed.

    Have you followed Ashleys advices exactly? From the manual:

    "However, you can work around this by loading all web fonts on startup. For each web font you use in a project, add a text object to your first layout and use the Set web font action to load it. Make the text hidden so it's never seen - it's just loading the web font. Splash screens or title screens are ideal for this. If your splash or title screens use a web font, you might want to use an image there instead, or introduce a second or two delay to give the fonts a chance to load. Then, nobody should ever see the text before the fonts have loaded."

  • I'm not sure why you call this a bug. If I understand you right you want to spawn from player1 if gamepad 0 is used, and from player2 if gamepad 1 is used?

    But instead you order C2 to spawn from both, player1 and player2, when any gamepad is used. (That's what 'or' does. It checks if gamepad 0 or gamepad 1 is used and if so then executes all actions following this condition)

    You have to use seperate events for gamepad 0 and gamepad 1.

    Or did I misunderstand?

  • I am still amazed how you came up with this in your head.Most of the time I wonder myself <img src="smileys/smiley36.gif" border="0" align="middle" /> I'm glad I could be of help.

  • Unfortunately I don't know of any C2 example. It sure is a huge project and you would be more of a database administrator than a developer, but once managed it is very easy to extend, for example.

    You wouldn't work on a layout but a separate event sheet. Create it on the first of all your layouts and use 'include event sheet' to add it to each layout (even the first one).

    Things, you'd have to manage, are not easy though. For example the hunting. Begin with the speed, direction and position of the animals. Some math will let you keep track of their positions that are stored in some table.

    animal a, 100, 120

    animal b, 200, 300

    etc.

    Now you need math for the scouting of the hunters. Where are their positions, what is their scout range, is any of the animals within range. If so, a hunter's table would be updated

    hunter a, 180, 240, in range, animal b

    Now he sneaks towards the animal and tries to kill it. Math again to keep track of position and luck/bad luck when trying to kill.

    And so on.

    But, when all this happens, while the player is inside the inn, it's simple math that's calculated fast. And whenever the player enters the wilderness, you just need to lookup your tables to see what you need to display (player is near a hunter, or near some animals, whatever). You look up those values and set the appropriate sprites to those coordinates, check the animations/frames) etc.

    Yes, it is a whole lot of effort. But I wouldn't know of any easier method that's equally versatile...

    But without above method you can of course try to work on one layout, offsetting all wilderness items when player is in the inn and vice versa. It makes it harder to maintain though.

  • Use the system expression 'time' for both.

    + Player touches -> Set global 'timestamp' to time
    + Is in touch
      + time - timestamp >= 2
        trigger once             -> give burst
    
    + Player touches
      + global 'doubletap' = 0 -> Set global 'timestamp' to time
                                  Set global 'doubletap' to 1
      + else
        + time - 'timestamp' < 0.3 (or however fast you like) -> give boost
    

    Just make sure you reset the globals correctly and at the right times.

  • The best approach to games like this one is to separate the logic/ai from the visuals. All the scouting, hunting, attacking, cooking, serving drinks, etc. should be managed with variables, arrays and dictionaries. You can then hook in to whatever part of the world is currently visible and link the appropriate sprites with the data.

    Such seperation would be done with one or more global event sheets (for the calculation parts) that you include in every layout.

  • If you mean that the arrow is at some place other than the player, but should point to the right direction from the player's point of view, then just copy Mipey's tip from your link. And make sure the texture of the arrow faces right when creating it.

    Compass | Set Angle to angle(Player.X, Player.Y, End.X, End.Y)

  • That was a mean .capx my friend, thank you so much!!! <img src="smileys/smiley2.gif" border="0" align="middle" /> <img src="smileys/smiley2.gif" border="0" align="middle" /> You're welcome!

  • Congratulations!

    Regarding HTML5: With Nintendo and Microsoft already pushing HTML5 gaming on their consoles Wii U and Xbox One, Sony can't allow to not support HTML5 gaming. (Vita TV is a first hint to that direction)

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  • I don't see a reason why they shouldn't play at the same time (if I'm not slipping something). You could rearrange the events 1-3 for better maintainability:

    + Touch | On touched BigRedSquare
      Audio | (invert) Tag "voice" is playing
       + (subevent) MrBlockh... | Is overlapping BigRedSquare -> Audio | Play BigRedSquare
       |  + (subevent) System | Caption = 1 -> Text | Set Text to "That's a ..."
       |                                       Text | Set visible
       + (executes when not overlapping) Else -> Audio | Play GetCloser
    

    But that's cosmetics right now. Have you tried playing them seperately in a clean, simple project? Not all formats are playable/convertable. If they do play by simply adding them to a fresh project with nothing else than the audio plugin and 1 event like 'On start of layout' -> Play "whatever", then you should share the capx of your game project, as there might be something else making problems.

    ome6a1717

    As the manual says, the only difference between the music folder and the sounds folder is that files from the music folder are streamed, while files from the sounds folder are buffered completely in RAM. If you're using node-webkit, the loading of the files from the sound folder will be quicker, but the decrompression will take the same amount of time. And the need for enough RAM stays the same, too. Decompressed stereo audio will use 10 MB/m. Also, the audio will be kept in RAM until the layout ends. So be careful when using long music files as sounds. But basically, yes, it's possible.

  • Import the background music to the music folder and the sounds to the sounds folder.

    But most important: Read me